Presentation Description

The image-based representation of geometry is a well known concept in computer graphics. This paper presents an rendering technique that enables the derivation of these representations on a per-object level within a single rendering pass. We use a dynamic 3D texture atlas that is parameterized on a per-frame basis. Prior to rasterization, the primitives are transformed to their respective position within the texture atlas, using vertex-displacement in screen space.

Render-To-Texture Atlas :

Results & Discussion :

Results & Discussion small number of objects: RTT is faster, but low TA utilization
lower setup cost for high number of objects
TA resolution should be multiples of screen resolutions
implementation is not transform-bound 9 Trapp & Döllner :: Interactive Rendering to View-Dependent Texture Atlases